Esempio n. 1
0
// adds all displacement faces as a series of convex objects
// UNDONE: Only add the displacements for this model?
void Disp_AddCollisionModels( CUtlVector<CPhysCollisionEntry *> &collisionList, dmodel_t *pModel, int contentsMask )
{
	int dispIndex;

	// Add each displacement to the grid hash
	for ( dispIndex = 0; dispIndex < g_CoreDispInfos.Count(); dispIndex++ )	
	{
		CCoreDispInfo *pDispInfo = &g_CoreDispInfos[ dispIndex ];
		mapdispinfo_t *pMapDisp = &mapdispinfo[ dispIndex ];

		// not solid for this pass
		if ( !(pMapDisp->contents & contentsMask) )
			continue;

		int gridIndex = Disp_GridIndex( pDispInfo );
		AddToGrid( gridIndex, dispIndex );
	}

	// now make a polysoup for the terrain in each grid
	for ( int grid = 0; grid < gDispGridList.Count(); grid++ )
	{
		int triCount = 0;
		CPhysPolysoup *pTerrainPhysics = physcollision->PolysoupCreate();

		// iterate the displacements in this grid
		for ( int listIndex = 0; listIndex < gDispGridList[grid].dispList.Count(); listIndex++ )
		{
			dispIndex = gDispGridList[grid].dispList[listIndex];
			CCoreDispInfo *pDispInfo = &g_CoreDispInfos[ dispIndex ];
			mapdispinfo_t *pMapDisp = &mapdispinfo[ dispIndex ];

			// Get the material id.
			MaterialSystemMaterial_t matID = GetMatIDFromDisp( pMapDisp );

			// Get the triangle count.
			int nTriCount = pDispInfo->GetTriCount();
			if ( nTriCount >= 0xFFFF )
			{
				// if we hit this error, it's probably time to make the grid adaptive (DISP_GRID_SIZEX,etc)
				Error("Terrain collision overflow!\n");
			}

			// Convert the tristrip into a triangle list.			
			CUtlVector<unsigned short> indices;
			indices.SetSize( nTriCount * 3 );
			for ( int iTri = 0; iTri < nTriCount; ++iTri )
			{
				unsigned short iVert0, iVert1, iVert2;
				pDispInfo->GetTriIndices( iTri, iVert0, iVert1, iVert2 );
				indices[iTri*3] =  iVert0;
				indices[iTri*3+1] = iVert1;
				indices[iTri*3+2] = iVert2;
			}

			Vector tmpVerts[3];
			for ( iTri = 0; iTri < nTriCount; ++iTri )
			{
				float flAlphaTotal = 0.0f;
				for ( int iTriVert = 0; iTriVert < 3; ++iTriVert )
				{
					pDispInfo->GetVert( indices[iTri*3+iTriVert], tmpVerts[iTriVert] );
					flAlphaTotal += pDispInfo->GetAlpha( indices[iTri*3+iTriVert] );
				}

				int nProp = g_SurfaceProperties[texinfo[pMapDisp->face.texinfo].texdata];
				if ( flAlphaTotal > DISP_ALPHA_PROP_DELTA )
				{
					int nProp2 = GetSurfaceProperties2( matID, "surfaceprop2" );
					if ( nProp2 != -1 )
					{
						nProp = nProp2;
					}
				}
				int nMaterialIndex = RemapWorldMaterial( nProp );

				physcollision->PolysoupAddTriangle( pTerrainPhysics, tmpVerts[0], tmpVerts[1], tmpVerts[2], nMaterialIndex );
			}
		}

		// convert the whole grid's polysoup to a collide and store in the collision list
		CPhysCollide *pCollide = physcollision->ConvertPolysoupToCollide( pTerrainPhysics );
		if ( pCollide )
		{
			collisionList.AddToTail( new CPhysCollisionEntryStaticMesh( pCollide, NULL ) );	
		}
		// now that we have the collide, we're done with the soup
		physcollision->PolysoupDestroy( pTerrainPhysics );
	}
}
Esempio n. 2
0
// adds all displacement faces as a series of convex objects
// UNDONE: Only add the displacements for this model?
void Disp_AddCollisionModels( CUtlVector<CPhysCollisionEntry *> &collisionList, dmodel_t *pModel, int contentsMask)
{
	int dispIndex;

	// Add each displacement to the grid hash
	for ( dispIndex = 0; dispIndex < g_CoreDispInfos.Count(); dispIndex++ )	
	{
		CCoreDispInfo *pDispInfo = g_CoreDispInfos[ dispIndex ];
		mapdispinfo_t *pMapDisp = &mapdispinfo[ dispIndex ];

		// not solid for this pass
		if ( !(pMapDisp->contents & contentsMask) )
			continue;

		int gridIndex = Disp_GridIndex( pDispInfo );
		AddToGrid( gridIndex, dispIndex );
	}

	// now make a polysoup for the terrain in each grid
	for ( int grid = 0; grid < gDispGridList.Count(); grid++ )
	{
		int triCount = 0;
		CPhysPolysoup *pTerrainPhysics = physcollision->PolysoupCreate();

		// iterate the displacements in this grid
		for ( int listIndex = 0; listIndex < gDispGridList[grid].dispList.Count(); listIndex++ )
		{
			dispIndex = gDispGridList[grid].dispList[listIndex];
			CCoreDispInfo *pDispInfo = g_CoreDispInfos[ dispIndex ];
			mapdispinfo_t *pMapDisp = &mapdispinfo[ dispIndex ];

			// Get the material id.
			MaterialSystemMaterial_t matID = GetMatIDFromDisp( pMapDisp );

			// Build a triangle list. This shares the tesselation code with the engine.
			CUtlVector<unsigned short> indices;
			CVBSPTesselateHelper helper;
			helper.m_pIndices = &indices;
			helper.m_pActiveVerts = pDispInfo->GetAllowedVerts().Base();
			helper.m_pPowerInfo = pDispInfo->GetPowerInfo();

			::TesselateDisplacement( &helper );

			Assert( indices.Count() > 0 );
			Assert( indices.Count() % 3 == 0 );	// Make sure indices are a multiple of 3.
			int nTriCount = indices.Count() / 3;
			triCount += nTriCount;
			if ( triCount >= 65536 )
			{
				// don't put more than 64K tris in any single collision model
				CPhysCollide *pCollide = physcollision->ConvertPolysoupToCollide( pTerrainPhysics, false );
				if ( pCollide )
				{
					collisionList.AddToTail( new CPhysCollisionEntryStaticMesh( pCollide, NULL ) );	
				}
				// Throw this polysoup away and start over for the remaining triangles
				physcollision->PolysoupDestroy( pTerrainPhysics );
				pTerrainPhysics = physcollision->PolysoupCreate();
				triCount = nTriCount;
			}
			Vector tmpVerts[3];
			for ( int iTri = 0; iTri < nTriCount; ++iTri )
			{
				float flAlphaTotal = 0.0f;
				for ( int iTriVert = 0; iTriVert < 3; ++iTriVert )
				{
					pDispInfo->GetVert( indices[iTri*3+iTriVert], tmpVerts[iTriVert] );
					flAlphaTotal += pDispInfo->GetAlpha( indices[iTri*3+iTriVert] );
				}

				int nProp = g_SurfaceProperties[texinfo[pMapDisp->face.texinfo].texdata];
				if ( flAlphaTotal > DISP_ALPHA_PROP_DELTA )
				{
					int nProp2 = GetSurfaceProperties2( matID, "surfaceprop2" );
					if ( nProp2 != -1 )
					{
						nProp = nProp2;
					}
				}
				int nMaterialIndex = RemapWorldMaterial( nProp );
				physcollision->PolysoupAddTriangle( pTerrainPhysics, tmpVerts[0], tmpVerts[1], tmpVerts[2], nMaterialIndex );
			}
		}

		// convert the whole grid's polysoup to a collide and store in the collision list
		CPhysCollide *pCollide = physcollision->ConvertPolysoupToCollide( pTerrainPhysics, false );
		if ( pCollide )
		{
			collisionList.AddToTail( new CPhysCollisionEntryStaticMesh( pCollide, NULL ) );	
		}
		// now that we have the collide, we're done with the soup
		physcollision->PolysoupDestroy( pTerrainPhysics );
	}
}